(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF
NPC PDF
NPC Index
The Druid
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
Druid Spell Level Limit/Call
Com.
|
|
1st Initiate
|
+1
|
+0
|
+0
|
+2
|
1
|
2nd Initiate
|
+2
|
+0
|
+0
|
+3
|
1
|
3rd Acolyte
|
+3
|
+1
|
+1
|
+3
|
2+Call 1 HD
|
4th Acolyte
|
+4
|
+1
|
+1
|
+4
|
2
|
5th Master
|
+5
|
+1
|
+1
|
+4
|
3+Call 2 HD
|
6th Master
|
+6
|
+2
|
+2
|
+5
|
3
|
7th High Master
|
+7
|
+2
|
+2
|
+5
|
4+Call 3 HD
|
8th High
Master
|
+8
|
+2
|
+2
|
+6
|
4
|
9th Grand Master
|
+9
|
+3
|
+3
|
+6
|
5+Call 4 HD
|
10th Supreme G.
Master
|
+10
|
+3
|
+3
|
+7
|
5+Permanent Call
|
Description: Members of a very long-standing mystical nature cult
with their own inscrutable goals (in other words, up to the Ref). Druids gain their magical abilities via a
Pact with nature spirit present in their native environment. Groups may keep to themselves, actively
protect their native environment and sacred shrines, or even use their powers
to actually rule over some backwoods and barbarian areas.
Hit Die: d8.
Prime Abilities: Wis and Dex.
(Many skills otherwise requiring the Int stat, have replaced
by the Wis stat for Druids. This
represents the nature of their teaching and their familiarity with their
environment. Out of their element, those
skills would be figured normally.)
Weapon and Armor Proficiency: A Druid is
proficient with scimitars, daggers, clubs, spears, javelins, short bows, and
longbows and with light animal hide and rough hide, but not shields. Their scimitars are ceremonially significant
to the group and identify them as members.
(Other items could be used for such symbolic purposes.)
Standard Starting
Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, short
bow, 20 arrow quiver, scimitar, dagger.
Crack Shot: A Druid may make a successful bow
attack into a melee fight without making a Called Shot, but only making a
single bow attack that rd.
Mounted Archery:
A mounted Druid may make a ranged bow attack with their full BAB, but only a
single attack.
Animal Companion (Optional Rule)
Druids
have an innate magical ability to call upon a Companion creature when in their native environment. It is not an actual animal, but a
supernatural force taking the form of a natural animal native to the Druid’s
normal environment. For the forest, it
could take the form of a wolf, a mountain lion, a bear, a stag, and so on. (Generally, the more HD, the bigger the type
of creature.) It is capable of traveling
outside of that environment.
This
ability is gained at 3rd
level and increases with every odd level.
It is a full rd action to
call this companion, but success is automatic, and it will appear the next
rd. Druids may call their Companion once
a day. The creature will loyally and
fearlessly serve for 8 hours (unless killed, or if the Druid is killed) before
disappearing. It may be Called again
after the next sunrise.
The
stats for this creature take the same form as a Summoned Monster. 1st Level Call: 1 HD, 8 hp, +1 to
hit, 1d6+1 damage, Sv Ftr 1; 2nd Level Call: 2 HD, 16 hp, +2 to hit,
1d6+2 damage, Sv as Ftr 2; and so on up to 5 HD.
Exotic Mount:
Druid High Masters (7th and up) may use their Companion as a riding
animal, such as taking the form of a Giant Stag or a Bear or any natural animal
of their environment that could bear their weight. This animal may still make their attack with
a rider on them.
Permanently Called Companions:
Supreme Grand Masters will have permanently Called creatures in their
service equal to their Wis Bonus, instead of having to Call for them. Their stats would be 5 HD, 40 hp, +5 to hit,
1d6+5 damage, Sv as Ftr 5. If killed,
they can be Called again at the next sunrise.
Detection: A Druid may detect ambushes and
traps adding Wis bonus + ½ level
to the attempt, but only in the forest (or their normal environment). This does
not apply to trapped items.
Stealth: A Druid may sneak and hide adding (Dex + Wis bonuses)/2 + ½ level
to attempts, but only in the forest (or their normal environment).
Track: A Druid adds Wis bonus + ½ level to the attempt. Assume DC 12 for a fresh
trail by someone not trying to hide, DC 18 on an old trail or by someone
covering their tracks, but only in the forest (or their normal environment).
First Aid: A Druid knows how to apply first
aid to heal the wounded. Masters can also identify poison (DC
12) and treat poisoning (DC 18), Wis
Bonus + ½ level.
Spells
A Druid is taught their spells orally from their superior
after they have been found worthy. At
every odd level, after an appropriate trial, they are given instruction and
practice for week at their camp or lodge, and gain all of the spells of that
Druid level. (The Druid spell list
follows this Class description. These
are the only spells they may cast.) Druids start with all 0 and 1st
level spells.
Spellcasting
Druids may cast any spell they know by making a Spellcheck: Wis bonus + ½ level vs. DC
12 + Spell Level. (Cantrips are
DC 10.) With 2 cumulative failures in a turn/encounter, all magic use is
suspended pending 1 turn of rest. The Spell
Level Limit is the highest spell level that a Druid cast and only from
their special spell list. A spellcaster
must roll to activate a spell, even if their Spell Check is greater than the
spell’s DC. A Natural 1 is a Botch, meaning all spellcasting is immediately
suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + ½ caster level.
Druid Orgaization
Members
must be initiated into the group with a dangerous task and a series of
vows. Thereafter, members must be
further tried by a superior before attaining any odd level. After the trial, they are given a new group
of spells.
Druid
groups may be full-time outdoorsmen living at a hidden camp or lodge. They might also be a part-time Secret
Society, only congregating on ceremonial days at a temporary hidden camp around
a temporarily erected shrine. Those
below the Master level will not know where the hidden site is. They would have to be lead the location after
being blindfolded or disoriented.
In
either case, the main secret of the Druids is knowledge of the nature spirit
which grants them powers and supernatural animal companions. Outside of their environment, this spirit is
obscure or completely unknown. What the
Druids’ end of the deal is to gain their powers is left undefined. Perhaps sacrifice is required, killing any
interlopers that see the nature spirit’s shrine (there should always be a
dedicated shrine), or something else that outsiders would not approve of. At the least, they will attempt to kill any
members who leave or divulge knowledge of the group.
Other
character classes might be a part of the Druidic group. Rangers, Barbarians and Fighters might be
“muscle” guarding lodges and camps.
Wizards and Warlocks seeking magical knowledge in the wilderness may
throw in with a group to get their help.
(Witches are not trusted however, because they’ve already made a
supernatural Pact.) Half-Elves may find
Druids to be kindred spirits. These
individuals are allied with the cause, but are unable to gain Druidic abilities
for whatever reason.
Notes
Given a
large enough wilderness with a sufficiently large population, why limit
yourself to one group of Druids? There
could be a White Lodge Secret
Society of settlers, dedicated to the protection and defense of the settlements
(by any means necessary). They train in
the woods at a hidden camp, worshipping a somewhat beneficial nature deity, who
keeps them all safe in return for some sort of sacrifice of malefactors. There could be a Black Lodge Secret Society, where rich elitists from the nearest
city congregate at during full moons to perform evil rites to a dark force in
the woods. They have a luxurious hidden
lodge in the mountains. There could a Red Lodge of hardcore survivalists deep
in the woods. They demand tribute and
sacrifice from small settlements and barbarian tribes in the area. Their motives and habitation is unknown.
Druid Spells
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